using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Combat
{
///
/// 抛射物管理器(单例 MonoBehaviour)。
/// 缓存玩家 Transform,供追踪类抛射物注入目标引用。
///
public class ProjectileManager : MonoBehaviour, IProjectileService
{
[SerializeField] private TransformEventChannelSO _onPlayerSpawned;
private Transform _playerTransform;
private readonly CompositeDisposable _subs = new();
/// 当前缓存的玩家 Transform,生成追踪弹时使用。
public Transform PlayerTransform => _playerTransform;
private void Awake()
{
if (ServiceLocator.GetOrDefault() != null) { Destroy(gameObject); return; }
ServiceLocator.Register(this);
}
private void OnDestroy()
{
ServiceLocator.Unregister(this);
}
private void OnEnable()
{
_onPlayerSpawned?.Subscribe(OnPlayerSpawned).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void OnPlayerSpawned(Transform player) => _playerTransform = player;
///
/// 完整初始化一枚 并注入追踪目标。
///
public void LaunchHoming(HomingProjectile proj, Vector2 direction,
ProjectileConfigSO config, DamageInfo damageInfo, int ownerLayer = 0)
{
if (proj == null || config == null) return;
proj.Initialize(config, damageInfo, direction, ownerLayer);
proj.SetTarget(_playerTransform);
}
}
}